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quartz/dsoundrender: Don't let writepos advance past playpos.
Fixes audio stuttering during video playback in multiple games (e.g. Commandos 2, Alien Nations, Dino Crisis Demo). Signed-off-by: Anton Baskanov <baskanov@gmail.com> Signed-off-by: Zebediah Figura <z.figura12@gmail.com> Signed-off-by: Alexandre Julliard <julliard@winehq.org>
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parent
56b9a72f64
commit
9b30d09282
2 changed files with 2 additions and 5 deletions
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@ -149,7 +149,6 @@ static void DSoundRender_UpdatePositions(struct dsound_render *This, DWORD *seqw
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static HRESULT DSoundRender_GetWritePos(struct dsound_render *This,
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DWORD *ret_writepos, REFERENCE_TIME write_at, DWORD *pfree, DWORD *skip)
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{
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WAVEFORMATEX *wfx = (WAVEFORMATEX *)This->sink.pin.mt.pbFormat;
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DWORD writepos, min_writepos, playpos;
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REFERENCE_TIME max_lag = 50 * 10000;
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REFERENCE_TIME cur, writepos_t, delta_t;
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@ -212,10 +211,8 @@ static HRESULT DSoundRender_GetWritePos(struct dsound_render *This,
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*ret_writepos = (min_writepos + aheadbytes) % This->buf_size;
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}
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end:
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if (playpos > *ret_writepos)
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if (playpos >= *ret_writepos)
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*pfree = playpos - *ret_writepos;
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else if (playpos == *ret_writepos)
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*pfree = This->buf_size - wfx->nBlockAlign;
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else
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*pfree = This->buf_size + playpos - *ret_writepos;
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if (time_from_pos(This, This->buf_size - *pfree) >= DSoundRenderer_Max_Fill) {
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@ -737,7 +737,7 @@ static HRESULT send_frame(IMemInputPin *sink)
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params->sink = sink;
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params->sample = sample;
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thread = CreateThread(NULL, 0, frame_thread, params, 0, NULL);
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ret = WaitForSingleObject(thread, 500);
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ret = WaitForSingleObject(thread, 2000);
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todo_wine_if (ret) ok(!ret, "Wait failed.\n");
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GetExitCodeThread(thread, &ret);
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CloseHandle(thread);
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